feat(core): add biome selection from noise-driven sampling

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dualfroz committed 2026-08-23 15:53:55 +02:00
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#pragma once
#include <array>
#include <cstdint>
#include "Block.h"
#include "NoiseAdv.h"
namespace vf {
// Standalone climate-driven biome catalogue. Deliberately named BiomeKind,
// distinct from vf::Biome in WorldGen.h, so this header can be included
// alongside WorldGen.h without redefinition.
enum class BiomeKind : uint8_t {
Ocean = 0,
Beach = 1,
Desert = 2,
Plains = 3,
Forest = 4,
Taiga = 5,
Tundra = 6,
Swamp = 7,
Jungle = 8,
Savanna = 9,
Mountains = 10,
Count,
};
const char* biomeKindName(BiomeKind biome);
// Five-axis climate sample at a world column, each roughly in [-1, 1].
struct ClimateSample {
float temperature = 0.0f;
float humidity = 0.0f;
float continentalness = 0.0f; // low = ocean, high = deep inland
float erosion = 0.0f; // low = jagged/mountainous, high = flat
float weirdness = 0.0f; // near 0 carves a river valley
};
struct BiomeGenParams {
uint32_t seed = 1337u;
float climateFrequency = 0.003f;
float erosionFrequency = 0.006f;
float weirdnessFrequency = 0.01f;
float riverWidth = 0.045f;
int seaLevel = 26;
};
struct SurfaceLayers {
Block top = Block::Grass;
Block filler = Block::Dirt;
int fillerDepth = 3;
};
struct DecoratorDensity {
float treeDensity = 0.0f;
float bushDensity = 0.0f;
float caneDensity = 0.0f; // cactus in desert, reeds in swamp/jungle
};
// Vote-blended biome weights over a neighbourhood, used to smooth borders
// (surface colour, height blending) instead of a hard biome edge.
struct BiomeWeights {
std::array<float, static_cast<std::size_t>(BiomeKind::Count)> weight{};
float weightOf(BiomeKind biome) const { return weight[static_cast<std::size_t>(biome)]; }
};
// Climate-parameter biome classifier with river carving, surface builders
// and decorator density tables. Independent of vf::WorldGen: samples are
// pure functions of world column coordinates, so identical seed and column
// always yield an identical result.
class BiomeGen {
public:
explicit BiomeGen(const BiomeGenParams& params = {});
ClimateSample climateAt(int gx, int gz) const;
BiomeKind biomeFromClimate(const ClimateSample& climate) const;
BiomeKind biomeAt(int gx, int gz) const;
bool isRiver(int gx, int gz) const;
SurfaceLayers surfaceFor(BiomeKind biome) const;
// Surface block at height `height` for the column at (gx, gz): river
// water/sand overrides the biome's ordinary top block.
Block surfaceBlockAt(int gx, int gz, int height) const;
DecoratorDensity decoratorsFor(BiomeKind biome) const;
// Box-blurred biome vote over a (2*radius+1)^2 neighbourhood, weights
// sum to 1.
BiomeWeights biomeBlend(int gx, int gz, int radius) const;
const BiomeGenParams& settings() const { return params; }
private:
BiomeGenParams params;
NoiseAdv temperatureNoise;
NoiseAdv humidityNoise;
NoiseAdv continentalnessNoise;
NoiseAdv erosionNoise;
NoiseAdv weirdnessNoise;
};
} // namespace vf